 -- This is the Smart AI, and it should be loaded and run at the server side

-- "middleclass" is the Lua OOP library written by kikito
-- more information see: https://github.com/kikito/middleclass
require "middleclass"

-- initialize the random seed for later use
math.randomseed(os.time())

-- SmartAI is the base class for all other specialized AI classes
SmartAI = class "SmartAI"
version = "ConanSlash AI 20130501 (V0.4 Stable)"
--- this function is only function that exposed to the host program
--- and it clones an AI instance by general name
-- @param player The ServerPlayer object that want to create the AI object
-- @return The AI object
function CloneAI(player)
	return SmartAI(player).lua_ai
end

function setInitialTables()
	sgs.lose_equip_skill = "wuyu|qingdi"
	sgs.need_kongcheng = "lianying|kongcheng"
	sgs.masochism_skill = "wuwei|rexue|jingxing|quhu"
	sgs.wizard_skill = "shouqiu|fating|tiandu"
	sgs.wizard_harm_skill = "shouqiu|fating"
	sgs.priority_skill = 		"dimeng|haoshi|qingnang|jizhi|guzheng|qixi|jieyin|guose|duanliang|jujian|fanjian|lijian|manjuan|lihun"
	sgs.save_skill = 			"jijiu|buyi|nosjiefan|chunlao"
	sgs.exclusive_skill = 		"huilei|duanchang|enyuan|wuhun|buqu|yiji|ganglie|guixin|jieming|miji"
	sgs.cardneed_skill =        "paoxiao|tianyi|xianzhen|shuangxiong|jizhi|guose|duanliang|qixi|qingnang|" ..
								"jieyin|renjie|zhiheng|rende|jujian|guicai|guidao|jilve|longhun|wusheng|longdan"
	sgs.drawpeach_skill =       "tuxi|qiaobian"
	sgs.recover_skill =         "rende|kuanggu|zaiqi|jieyin|qingnang|yinghun"	
end

--- FIXME: ?
function getCount(name)
	if sgs.ai_round[name] then
		sgs.ai_round[name] = sgs.ai_round[name]+1
	else
		sgs.ai_round[name] = 1
	end
		return sgs.ai_round[name]
end

super = SmartAI

--- Calculate the value for a player, 1 hp = 2 handcard
-- @param player The ServerPlayer object
-- @return Its value
function SmartAI.GetValue(player)
	return player:getHp() * 2 + player:getHandcardNum()
end

function SmartAI.GetDefense(player)
	local defense = math.min(SmartAI.GetValue(player), player:getHp() * 3)
	if player:getArmor() and not player:getArmor():inherits("GaleShell") then
		defense = defense + 2
	end
	if player:getArmor() then
		defense = defense + 2
	end
	local m = sgs.masochism_skill:split("|")
	for _, masochism in ipairs(m) do
		if player:hasSkill(masochism) then
			defense = defense + 1
		end
	end
	if player:getArmor() and player:getArmor():inherits("EightDiagram") and player:hasSkill("yueli") then
		defense = defense + 0.3
	end
	return defense
end

getDefense = SmartAI.GetDefense

-- the "initialize" function is just the "constructor"
function SmartAI:initialize(player)
	self.player = player
	self.room = player:getRoom()

	self.role  = player:getRole()

	if self.role ~= "lord" then sgs.ai_assumed[self.role] = (sgs.ai_assumed[self.role] or 0) + 1 end

	self.lua_ai = sgs.LuaAI(player)
	self.lua_ai.callback = function(method_name, ...)
		local method = self[method_name]
		if method then
			local success, result1, result2
			success, result1, result2 = pcall(method, self, ...)
			if not success then
				self.room:writeToConsole(result1)
				self.room:writeToConsole(method_name)
				self.room:writeToConsole(debug.traceback())
				self.room:writeToConsole("Event stack:")
				self.room:outputEventStack()
				self.room:writeToConsole("End of Event Stack")
			else
				return result1, result2
			end
		end
	end

	self.retain = 2
	--self.harsh_retain = true
	if not sgs.ai_loyalty[self.player:objectName()] then
		--self.room:output("initialized"..self.player:objectName()..self.role)
		sgs.ai_loyalty[self.player:objectName()] = 0
	end
	if self.player:isLord() then
		sgs.ai_loyalty[self.player:objectName()] = 160
		sgs.ai_explicit[self.player:objectName()] = "loyalist"
		if (sgs.ai_chaofeng[self.player:getGeneralName()] or 0) < 3 then
			sgs.ai_chaofeng[self.player:getGeneralName()] = 3
		end
	end

	self.keepValue = {}
	self.kept = {}
	if not sgs.initialized then
		sgs.initialized = true
		sgs.ais = {}
		sgs.turncount = 0
		global_room = self.room
		global_room:writeToConsole(version .. ", Powered by " .. _VERSION)
		
		setInitialTables()
	end
end

sgs.ai_assumed = {}

function SmartAI:printStand()
	self.room:output(self.player:getRole())
	self.room:output("enemies:")
	for _, player in ipairs(self.enemies) do
		self.room:output(player:getGeneralName())
	end
	self.room:output("end of enemies")
	self.room:output("friends:")
	for _, player in ipairs(self.friends) do
		self.room:output(player:getGeneralName())
	end
	self.room:output("end of friends")
end

function isRolePredictable()
	return useDefaultStrategy() or sgs.GetConfig("RolePredictable", true)
end

function useDefaultStrategy()
	local mode = sgs.GetConfig("GameMode", "")
	if (mode == "06_3v3") or (not mode:find("0")) then return true end
	if (mode:find("02_1v1") or mode:find("03p")) then return true end
end

-- this function create 2 tables contains the friends and enemies, respectively
function SmartAI:updatePlayers(inclusive)
	self.friends = sgs.QList2Table(self.lua_ai:getFriends())
	table.insert(self.friends, self.player)

	self.friends_noself = sgs.QList2Table(self.lua_ai:getFriends())
	self.enemies = sgs.QList2Table(self.lua_ai:getEnemies())

	sgs.jijiangsource = nil
	sgs.hujiasource = nil
	sgs.lianlisource = nil
	sgs.questioner = nil

	-- if self.player:isLord() then self:printFEList() end
	if isRolePredictable() then
		if (self.role == "lord") or (self.role == "loyalist") then self:refreshLoyalty(self.player,300)
		elseif (self.role == "rebel") then self:refreshLoyalty(self.player,-300)
		end

		self.retain = 2
		self.harsh_retain = false

		if useDefaultStrategy() then return end
	end

	inclusive = inclusive or true

	local flist = {}
	local elist = {}
	self.enemies = elist
	self.friends = flist


	local lord = self.room:getLord()
	local role = self.role
	self.retain = 2
	self.harsh_retain = true

	local players = self.room:getOtherPlayers(self.player)
	players = sgs.QList2Table(players)

	for _,player in ipairs(players) do
		if #players == 1 then break end
		if self:objectiveLevel(player) < 0 then table.insert(flist,player) end
	end

	self.friends_noself = {}

	for _, player in ipairs (flist) do
		table.insert(self.friends_noself,player)
	end
	table.insert(self.friends,self.player)

	if self.role == "rebel" then
		sgs.rebel_target = self.room:getLord()
		self.retain = 2
	end

	if self.player:getHp() < 2 then self.retain = 0 end
	self:sortEnemies(players)
	for _,player in ipairs(players) do
		if self:objectiveLevel(player) >= 4 then self.harsh_retain = false end
		if #elist == 0 then
			table.insert(elist,player)
			if self:objectiveLevel(player) < 4 then self.retain = 0 end
		else
			if self:objectiveLevel(player) <= 0 then return end
			table.insert(elist,player)

			if self:objectiveLevel(player) >= 4 then self.harsh_retain = false end
		end
	end
end

function SmartAI:printFEList()
	for _, player in ipairs (self.enemies) do
		self.room:writeToConsole("enemy "..player:getGeneralName()..(sgs.ai_explicit[player:objectName()] or "") .. player:getRole())
	end

	for _, player in ipairs (self.friends_noself) do
		self.room:writeToConsole("friend "..player:getGeneralName()..(sgs.ai_explicit[player:objectName()] or "") .. player:getRole())
	end

	self.room:writeToConsole(self.player:getGeneralName().." list end")
end

function SmartAI:objectiveLevel(player)
	if useDefaultStrategy() then
		if self.player:getRole() == "renegade" then
		elseif player:getRole() == "renegade" then return 4.1
		elseif self:isFriend(player) then return -2
		elseif player:isLord() then return 5
		else return 4.5 end
	end

	if player:objectName() == self.player:objectName() then return -2 end

	local modifier = 0
	local rene = sgs.ai_renegade_suspect[player:objectName()] or 0
	if rene > 1 then modifier = 0.5 end

	local players = self.room:getOtherPlayers(self.player)
	players = sgs.QList2Table(players)

	if #players == 1 then return 5 end
	local hasRebel, hasLoyal, hasRenegade = false, false, false
	for _,oplayer in ipairs(players) do
		if oplayer:getRole() == "rebel" then hasRebel = true end
		if oplayer:getRole() == "loyalist" then hasLoyal = true end
		if oplayer:getRole() == "renegade" then hasRenegade = true end
		if hasRebel and hasLoyal and hasRenegade then break end
	end

	local rebel_num, loyalish_num, loyal_num = 0, 0, 0
	for _, aplayer in ipairs (players) do
		if aplayer:getRole() == "rebel" then
			rebel_num = rebel_num + 1
		else
			loyalish_num = loyalish_num + 1
		end
	end
	if hasRenegade then loyal_num = loyalish_num-1 else loyal_num = loyalish_num end

	if self.role == "lord" then
		if not hasRebel then
			local comp_func = function(a, b)
				local aname = a:objectName()
				local bname = b:objectName()
				if sgs.ai_loyalty[aname] * sgs.ai_loyalty[bname] < 0 then
					return sgs.ai_loyalty[aname] < 0
				elseif (sgs.ai_anti_lord[aname] or 0)~=(sgs.ai_anti_lord[bname] or 0) then
					return (sgs.ai_anti_lord[aname] or 0) > (sgs.ai_anti_lord[bname] or 0)
				else
					return (sgs.ai_renegade_suspect[aname] or 0) > (sgs.ai_renegade_suspect[bname] or 0)
				end
			end
			table.sort(players, comp_func)
			if (sgs.ai_anti_lord[players[1]:objectName()] or 0) > 0 or (sgs.ai_renegade_suspect[players[1]:objectName()]  or 0) > 2 then
				if player:objectName() == players[1]:objectName() then return 5 else return -2 end
			elseif self:isWeak(player) then
				return -1
			else
				return 0
			end
		end

		if sgs.ai_explicit[player:objectName()] == "rebel" then return 5-modifier
		elseif sgs.ai_explicit[player:objectName()] == "rebelish" then return 5-modifier
		elseif sgs.ai_explicit[player:objectName()] == "loyalist" then return -2
		elseif sgs.ai_explicit[player:objectName()] == "loyalish" then return -1
		elseif (self:singleRole()) == "rebel" then return 4.6-modifier
		elseif (self:singleRole()) == "loyalist" then return -1
		elseif (sgs.ai_loyalty[player:objectName()] < 0) and
			(sgs.ai_card_intention["general"](player,100) > 0)
			then return 3
		else return 0 end
	elseif self.role == "loyalist" then
		if player:isLord() then return -2
		elseif #players == 2 then return 5
		elseif not hasRenegade and loyal_num == 1 then return 5
		elseif (sgs.ai_explicit[player:objectName()] or ""):match("rebel") then return 5-modifier
		elseif (sgs.ai_explicit[player:objectName()] or ""):match("loyal") then return -1
		elseif (self:singleRole()) == "rebel" then return 4-modifier
		elseif (self:singleRole()) == "loyalist" then return -1
		elseif (sgs.ai_loyalty[player:objectName()] < 0) and
			(sgs.ai_card_intention["general"](player,100) > 0)
			then return 3.1
		else return 0 end
	elseif self.role == "rebel" then
		if player:isLord() then return 5
		elseif (sgs.ai_explicit[player:objectName()] or ""):match("loyal") then return 5-modifier
		elseif (sgs.ai_explicit[player:objectName()] or ""):match("rebel") then return -1
		elseif (self:singleRole()) == "rebel" then return -1
		elseif (self:singleRole()) == "loyalist" then return 4-modifier
		elseif (sgs.ai_loyalty[player:objectName()] > 0) and
			(sgs.ai_card_intention["general"](player,100) < 0)
			then return 3
		else return 0 end
	elseif self.role == "renegade" then
		if SmartAI.GetValue(self.room:getLord()) < 6 and hasRebel then
			if sgs.ai_loyalty[player:objectName()] < 0 then return 5
			elseif player:isLord() then return -3
			else return -1 end
		end
		local loyalish_hp, rebel_hp, loyalish_count, rebel_count = 0, 0
		for _, aplayer in ipairs(players) do
			if (sgs.ai_explicit[aplayer:objectName()] or ""):match("rebel") then
				rebel_hp = rebel_hp + aplayer:getHp()
			elseif (sgs.ai_explicit[aplayer:objectName()] or ""):match("loyal") then
				loyalish_hp = loyalish_hp + aplayer:getHp()
			elseif not aplayer:isLord() then
				return 0
			end
		end
		if (loyalish_hp-loyalish_num) <= (rebel_hp-rebel_num) then
			if sgs.ai_loyalty[player:objectName()] < 0 then return 5
			else return -1 end
		else
			if sgs.ai_loyalty[player:objectName()] < 0 then return 3.1
			else
				if player:isLord() and loyalish_num == 1 then
					if loyalish_hp > rebel_hp then return 5 else return -2 end
				elseif loyalish_num > 1 then
					if player:isLord() then
						if player:getHp() < 3 then return -1 else return 4 end
					else return 5
					end
				end
			end
		end
	end
	return 1
end

function SmartAI:sortEnemies(players)
	local comp_func = function(a,b)
		local alevel = self:objectiveLevel(a)
		local blevel = self:objectiveLevel(b)

		if alevel~= blevel then return alevel > blevel end
		if alevel == 3 then return getDefense(a) > getDefense(b) end

		alevel = sgs.ai_chaofeng[a:getGeneralName()] or 0
		blevel = sgs.ai_chaofeng[b:getGeneralName()] or 0
		if alevel~= blevel then
			return alevel > blevel
		end

		alevel = getDefense(a)
		blevel = getDefense(b)
		if alevel~= blevel then
			return alevel < blevel
		end
	end
	table.sort(players,comp_func)
end

function SmartAI:hasWizard(players,onlyharm)
	local skill
	if onlyharm then skill = sgs.wizard_harm_skill else skill = sgs.wizard_skill end
	for _, player in ipairs(players) do
		if self:hasSkills(skill, player) then
			return true
		end
	end
end

function SmartAI:sort(players, key)
	local func =  sgs.ai_compare_funcs[key or "chaofeng"]
	table.sort(players, func)
end

function SmartAI:filterEvent(event, player, data)
	sgs.lastevent = event
	if event==sgs.ChoiceMade then
		local carduse=data:toCardUse()
		if carduse and carduse:isValid() then
			if carduse.card:inherits("JijiangCard") then
				sgs.jijiangsource = player
			else
				sgs.jijiangsource = nil
			end
		elseif data:toString() then
			promptlist = data:toString():split(":")
			if promptlist[1] == "cardResponsed" then
				if promptlist[3] == "@hujia-jink" and promptlist[5] ~= "_nil_" then
					local intention = sgs.ai_card_intention["general"](sgs.hujiasource, -80)
					self:refreshLoyalty(player, intention)
					sgs.hujiasource = nil
				elseif promptlist[3] == "@jijiang-slash" and promptlist[5] ~= "_nil_" then
					local intention = sgs.ai_card_intention["general"](sgs.jijiangsource, -40)
					self:refreshLoyalty(player, intention)
					sgs.jijiangsource = nil
				elseif promptlist[3] == "@lianli-jink" and promptlist[4] ~= "_nil_" then
					local intention = sgs.ai_card_intention["general"](sgs.lianlisource, -80)
					self:refreshLoyalty(player, intention)
					sgs.lianlisource = nil
				elseif promptlist[3] == "@lianli-slash" and promptlist[4] ~= "_nil_" then
					sgs.lianlislash=true
				end
			elseif promptlist[1] == "skillInvoke" and promptlist[3] == "yes" then
				if promptlist[2] == "hujia" then
					sgs.hujiasource = player
				elseif promptlist[2] == "jijiang" then
					sgs.jijiangsource = player
				elseif promptlist[2] == "lianli-jink" then
					sgs.lianlisource = player
				elseif promptlist[2] == "pojun" then
					sgs.ai_pojun_effect = true
				end
			elseif data:toString() == "skillChoice:guhuo:question" then
				sgs.questioner = player
			end
		end
	elseif event == sgs.CardUsed then
		self:updatePlayers()
	elseif event == sgs.CardEffect then
		self:updatePlayers()
	elseif event == sgs.Death then
		self:updatePlayers()

		if self == sgs.recorder then
			speakTrigger(nil,player,nil,"death")
			local selfexp = sgs.ai_explicit[player:objectName()]
			if selfexp then
				if selfexp == "loyalish" then selfexp = "loyalist"
				elseif selfexp == "rebelish" then selfexp = "rebel"
				end
				sgs.ai_explicit[player:objectName()] = nil
				sgs.ai_assumed[selfexp] = sgs.ai_assumed[selfexp]+1
			end
			sgs.ai_assumed[player:getRole()] = sgs.ai_assumed[player:getRole()]-1
		end
	end

	if (event == sgs.PhaseChange) or (event == sgs.GameStart) then
		self:updatePlayers()
		if self.player:isLord() and player:isLord() and (player:getPhase() == sgs.Player_Play or event == sgs.GameStart) then
			--self:printFEList()
		end
	end

	if not sgs.recorder then
		sgs.recorder = self
	end

	if self~= sgs.recorder then return end

	if event == sgs.CardEffect then
		local struct = data:toCardEffect()
		local card = struct.card
		local from = struct.from
		local to = struct.to
		if card:inherits("Collateral") then sgs.ai_collateral = true end
		if card:inherits("Dismantlment") or card:inherits("Snatch") then
			sgs.ai_snat_disma_effect = true
			sgs.ai_snat_dism_from = struct.from
		end
		if card:inherits("Slash") and to:hasSkill("leiji") and 
			(getCardsNum("Jink", to)>0 or (to:getArmor() and to:getArmor():objectName() == "eight_diagram"))
			and (to:getHandcardNum()>2 or from:getState() == "robot") then
			sgs.ai_leiji_effect = true
		end
	end
	if event == sgs.Damaged then
		local damage = data:toDamage()
		local card = damage.card
		local from = damage.from
		local to   = damage.to
		local source = self.room:getCurrent()
		
		if not damage.card then
			local intention
			if sgs.ai_quhu_effect then
				sgs.quhu_effect = false
				local xunyu = self.room:findPlayerBySkillName("quhu")
				intention = sgs.ai_card_intention.general(to, 80)
				from = xunyu
			else
				intention = sgs.ai_card_intention.general(to, 100) 
			end
			
			if from and from:objectName() == to:objectName() then intention = 0 end
			self:refreshLoyalty(from, intention)
			if from and to:isLord() and intention < 0 then
				sgs.ai_anti_lord[from:objectName()] = (sgs.ai_anti_lord[from:objectName()] or 0)+1
			end
		end
	elseif event == sgs.CardUsed then
		local struct = data:toCardUse()
		local card = struct.card
		local to = struct.to
		to = sgs.QList2Table(to)
		local from  = struct.from
		local source =  self.room:getCurrent()

		for _, eachTo in ipairs(to) do
			local use_intention = sgs.ai_card_intention[card:className()]
			if use_intention and from:objectName()~=eachTo:objectName() then
				local different = true
				if self:isFriend(from, eachTo) then different = false end
				local intention = use_intention(card,from,eachTo,source,different) or use_intention(card,from,eachTo,source)
				--self.room:writeToConsole(card:className() .. ":" .. from:getGeneralName() .. "->" .. eachTo:getGeneralName())
				self:refreshLoyalty(from,intention)

				if eachTo:isLord() and intention < 0 then
					sgs.ai_anti_lord[from:objectName()] = (sgs.ai_anti_lord[from:objectName()] or 0)+1
				end
			end
			self.room:output(eachTo:objectName())
		end
	elseif event == sgs.CardLost then
		local move = data:toCardMove()
		local from = move.from
		local to =   move.to
		local place = move.from_place
		local card = sgs.Sanguosha:getCard(move.card_id)
		if sgs.ai_snat_disma_effect then
			sgs.ai_snat_disma_effect = false
			local intention = sgs.ai_card_intention.general(from,70)
			if place == sgs.Player_Judging then
				if not card:inherits("Lightning") and not card:inherits("Disaster") then intention = -intention else intention = 0 end
			elseif place == sgs.Player_Equip then
				if player:getLostHp() > 1 and card:inherits("SilverLion") then intention = -intention end
				if self:hasSkills(sgs.lose_equip_skill, player) then intention = 0 end
			end
			if from:isLord() and intention < 0 then
				sgs.ai_anti_lord[sgs.ai_snat_dism_from:objectName()] = (sgs.ai_anti_lord[sgs.ai_snat_dism_from:objectName()] or 0)+1
			end
			self:refreshLoyalty(sgs.ai_snat_dism_from,intention)
		end
	elseif event == sgs.StartJudge then
		local judge = data:toJudge()
		local reason = judge.reason
		if reason == "beige" then
			local caiwenji = self.room:findPlayerBySkillName("beige")
			local intention = sgs.ai_card_intention.general(player, -60)
			if player:objectName() == caiwenji:objectName() then intention = 0 end
			self:refreshLoyalty(caiwenji, intention)
		end
	end
end

function SmartAI:getFriendsNoself(player)
	if self:isFriend(self.player, player) then
		return self.friends_noself
	elseif self:isEnemy(self.player, player) then
		friends = sgs.QList2Table(self.lua_ai:getEnemies())
		for i = #friends, 1, -1 do
			if friends[i]:objectName() == player:objectName() then
				table.remove(friends, i)
			end
		end
		return friends
	else
		return {}
	end
end

function SmartAI:getFriends(player)
	if self:isFriend(self.player, player) then
		return self.friends
	elseif self:isEnemy(self.player, player) then
		return self.enemies
	else
		return {player}
	end
end

function SmartAI:getEnemies(player)
	if self:isFriend(self.player, player) then
		return self.enemies
	elseif self:isEnemy(self.player, player) then
		return self.friends
	else
		return {}
	end
end

function SmartAI:isFriend(other, another)
	if another then return self:isFriend(other)==self:isFriend(another) end
	if isRolePredictable() then return self.lua_ai:isFriend(other) end
	if self.player:objectName() == other:objectName() then return true end
	if self:objectiveLevel(other) < 0 then return true end
	return false
end

function SmartAI:isEnemy(other, another)
	if another then return self:isFriend(other)~=self:isFriend(another) end
	if isRolePredictable() then return self.lua_ai:isEnemy(other) end
	if self.player:objectName() == other:objectName() then return false end
	if self:objectiveLevel(other) >= 0 then return true end
	return false
end

function SmartAI:isNeutrality(other)
	return self.lua_ai:relationTo(other) == sgs.AI_Neutrality
end

-- get the card with the maximal card point
function SmartAI:getMaxCard(player)
	player = player or self.player

	if player:isKongcheng() then
		return nil
	end

	local cards = player:getHandcards()
	local max_card, max_point = nil, 0
	for _, card in sgs.qlist(cards) do
		local point = card:getNumber()
		if point > max_point then
			max_point = point
			max_card = card
		end
	end

	return max_card
end

-- the table that stores whether the skill should be invoked
-- used for SmartAI:askForSkillInvoke
sgs.ai_skill_invoke = {
	eight_diagram = function(self, data)
		for _, enemy in ipairs(self.enemies) do
			if enemy:hasSkill("fating") and enemy:getHandcardNum() > 1 then return false end
		end
		
		if self:getDamagedEffects(self) then return false end
		if sgs.hujiasource and not self:isFriend(sgs.hujiasource) then return false end
		if sgs.lianlisource and not self:isFriend(sgs.lianlisource) then return false end
		return true
	end,

	double_sword = true,
	fan = true,

	kylin_bow = function(self, data)
		local effect = data:toSlashEffect()

		if self:hasSkills(sgs.lose_equip_skill, effect.to) then
			return self:isFriend(effect.to)
		end

		return self:isEnemy(effect.to)
	end,
}

function SmartAI:askForSkillInvoke(skill_name, data)
	local invoke = sgs.ai_skill_invoke[skill_name]
	if type(invoke) == "boolean" then
		return invoke
	elseif type(invoke) == "function" then
		return invoke(self, data)
	else
		local skill = sgs.Sanguosha:getSkill(skill_name)
		return skill and skill:getFrequency() == sgs.Skill_Frequent
	end
end

function SmartAI:askForYiji(cards)
	self:sort(self.friends_noself,"handcard")

	if self.player:getHandcardNum() <= 2 then
		return nil, -1
	end
	
	for _, card_id in ipairs(cards) do
		local card = sgs.Sanguosha:getCard(card_id)
		for _, friend in ipairs(self.friends_noself) do
			if friend:containsTrick("indulgence") or friend:containsTrick("supply_shortage") then
				if card:inherits("Nullification") then
					return friend, card_id
				end
			elseif not (friend:isKongcheng() and friend:hasSkill("okongcheng")) then
				if card:inherits("Jink") then
					if friend:getHp() < 2 and self:getCardsNum("Jink", friend) < 1 then
						return friend, card_id
					end
				end
				if friend:hasSkill("jizhi") then
					if card:getTypeId() == sgs.Card_Trick then
						return friend, card_id
					end
				end
				if friend:hasSkill("paoxiao") or friend:hasSkill("tianyi") or self:getCardsNum("Slash", friend) < 1 then
					if card:inherits("Slash") then
						return friend, card_id
					end
				end
				if self:hasSkills(sgs.lose_equip_skill, friend) then
					if card:inherits("EquipCard") then return friend, card_id end
				end
				if friend:hasSkill("guose") then
					if card:getSuit() == sgs.Card_Diamond then return friend, card_id end
				end
				if friend:hasSkill("tianxiang") then
					if card:getSuit() == sgs.Card_Spade or
						card:getSuit() == sgs.Card_Heart then
						return friend, card_id
					end
				end
				if friend:hasSkill("leiji") then
					if self:getCardsNum("Jink", friend) < 1 and card:inherits("Jink") then return friend, card_id
					elseif card:getSuit() == sgs.Card_Spade then return friend, card_id
					end
				end
				if friend:hasSkill("xuanhuo") then
					if (card:getSuit() == sgs.Card_Heart and
					(card:inherits("Equipcard") or card:inherits("Jink") or card:inherits("FireSlash"))) then
						return friend, card_id
					end
				end
				
				if friend:hasSkill("duoren") then 
					if card:isRed() then return friend, card_id end 
				end

				if friend:hasSkill("qingguo") then
					if card:isBlack() then return friend, card_id end
				end

				if friend:hasSkill("jijiu") then
					if card:isRed() then return friend, card_id end
				end

				if friend:getHandcardNum() < friend:getHp() and not sgs.Sanguosha:getCard(card_id):inherits("Shit") then
					return friend, card_id
				end
			end
		end
	end
	if #self.enemies  > 0 then
		for _, card_id in ipairs(cards) do
			local card = sgs.Sanguosha:getCard(card_id)
			if card:inherits("Shit") then
				for _,enemy in ipairs(self.enemies) do
					local v1 = 0
					if sgs[enemy:getGeneralName().."_suit_value"] then
						v1 = sgs[enemy:getGeneralName().."_suit_value"][card:getSuitString()] or 0
					end
					if v1 <= 0 then
						return enemy, card_id
					end
				end
			end
		end
	end
end

-- used for SmartAI:askForUseCard
sgs.ai_skill_use = {}

function SmartAI:askForUseCard(pattern, prompt)
	local use_func = sgs.ai_skill_use[pattern]
	if use_func then
		return use_func(self, prompt) or "."
	else
		return "."
	end
end

function SmartAI:damageIsEffective(player, nature, source)
	player = player or self.player
	source = source or self.player
	nature = nature or sgs.DamageStruct_Normal
	if player:hasSkill("zhichi") and self.room:getTag("Zhichi"):toString() == player:objectName() then
		return false
	end

	if player:hasSkill("shenjun") and player:getGender() ~= source:getGender() and nature ~= sgs.DamageStruct_Thunder then
		return false
	end

	if player:getMark("@fog") > 0 and nature ~= sgs.DamageStruct_Thunder then
		return false
	end
	return true
end

local function prohibitUseDirectly(card, player)
	if player:hasSkill("jiejiu") then return card:inherits("Analeptic") 
	elseif player:hasSkill("wushen") then return card:getSuit() == sgs.Card_Heart
	elseif player:hasSkill("ganran") then return card:getTypeId() == sgs.Card_Equip
	end
end

local function zeroCardView(class_name, player)
	if class_name == "Analeptic" then
		if player:hasSkill("jiushi") and player:faceUp() then
			return ("analeptic:jiushi[no_suit:0]=.")
		end
	end
end

local function isCompulsoryView(card, class_name, player, card_place)
	local suit = card:getSuitString()
	local number = card:getNumberString()
	local card_id = card:getEffectiveId()
	if class_name == "Slash" and card_place ~= sgs.Player_Equip then
		if player:hasSkill("wushen") and card:getSuit() == sgs.Card_Heart then return ("slash:wushen[%s:%s]=%d"):format(suit, number, card_id) end
		if player:hasSkill("jiejiu") and card:inherits("Analeptic") then return ("slash:jiejiu[%s:%s]=%d"):format(suit, number, card_id) end
	end
end

local function getSkillViewCard(card, class_name, player, card_place)
	local suit = card:getSuitString()
	local number = card:getNumberString()
	local card_id = card:getEffectiveId()

	if class_name == "Slash" then
		if player:hasSkill("longhun") and player:getHp() <= 1 then
			if card:getSuit() == sgs.Card_Diamond then
				return ("fire_slash:longhun[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if player:hasSkill("wusheng") then
			if card:isRed() and not card:inherits("Peach") then
				return ("slash:wusheng[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if card_place ~= sgs.Player_Equip then
			if player:hasSkill("longdan") and card:inherits("Jink") then
				return ("slash:longdan[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
	elseif class_name == "Jink" then
		if player:hasSkill("longhun") and player:getHp() <= 1 then
			if card:getSuit() == sgs.Card_Club then
				return ("jink:longhun[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if card_place ~= sgs.Player_Equip then
			if player:hasSkill("longdan") and card:inherits("Slash") then
				return ("jink:longdan[%s:%s]=%d"):format(suit, number, card_id)
			elseif player:hasSkill("duoren") and card:isRed() then
				return ("jink:duoren[%s:%s]=%d"):format(suit, number, card_id)
			elseif player:hasSkill("qingguo") and card:isBlack() then
				return ("jink:qingguo[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
	elseif class_name == "Peach" then
		if player:hasSkill("longhun") and player:getHp() <= 1 then
			if card:getSuit() == sgs.Card_Heart then
				return ("peach:longhun[%s:%s]=%d"):format(suit, number, card_id)
			end
		end	
		if player:hasSkill("jijiu") and card:isRed() and self.room:getCurrent()~=player then 
			return ("peach:jijiu[%s:%s]=%d"):format(suit, number, card_id)
		end
	elseif class_name == "Analeptic" then
		if card_place ~= sgs.Player_Equip then
			if player:hasSkill("jiuchi") and card:getSuit() == sgs.Card_Spade then 
				return ("analeptic:jiuchi[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
	elseif class_name == "Nullification" then
		if card_place ~= sgs.Player_Equip then
			if card:isBlack() and player:hasSkill("kanpo") then
				return ("nullification:kanpo[%s:%s]=%d"):format(suit, number, card_id)
			end
		end
		if card:getSuit() == sgs.Card_Spade and player:getHp() == 1 and player:hasSkill("longhun") then
			return ("nullification:longhun[%s:%s]=%d"):format(suit, number, card_id)
		end
 	end
end

function SmartAI:aoeIsEffective(card, to)
	-- the AOE starter is not effected by AOE
	if self.player == to then
		return false
	end

	-- the vine
	local armor = to:getArmor()
	if armor and armor:inherits("Vine") then
		return false
	end

	-- Jiaxu's weimu
	if self.room:isProhibited(self.player, to, card) then
		return false
	end

	-- Yangxiu and Xushu
	if self.player:hasSkill("wuyan") or self.player:hasSkill("danlao") then
		return false
	end

	-- Menghuo and Zhurong
	if card:inherits("SavageAssault") then
		if to:hasSkill("huoshou") or to:hasSkill("juxiang") then
			return false
		end
	end

	--Chengong's zhichi
	if (to:hasSkill("zhichi") and self.room:getTag("Zhichi"):toString() == to:objectName()) then
		return false
	end

	--Zhangjiao's leiji
	if card:inherits("ArcheryAttack") then
		if (to:hasSkill("leiji") and self:getCardsNum("Jink", to) > 0) or (self:isEquip("EightDiagram", to) and to:getHp() > 1) then
			return false
		end
	end

	-- Aumy
	if self.player:hasSkill("tianzhen") or to:hasSkill("tianzhen") then
		return false
	end

	return true
end

function SmartAI:getDistanceLimit(card)
	if self.player:hasSkill("qicai") then
		return nil
	end

	if card:inherits("Snatch") then
		return 1
	elseif card:inherits("SupplyShortage") then
		if self.player:hasSkill("duanliang") then
			return 2
		else
			return 1
		end
	end
end

function SmartAI:exclude(players, card)
	local excluded = {}
	local limit = self:getDistanceLimit(card)
	for _, player in sgs.list(players) do
		if not self.room:isProhibited(self.player, player, card) then
			local should_insert = true
			if limit then
				should_insert = self.player:distanceTo(player) <= limit
			end

			if should_insert then
				table.insert(excluded, player)
			end
		end
	end

	return excluded
end

function SmartAI:useCardByClassName(card, use)
	local class_name = card:className()
	local use_func = self["useCard" .. class_name]

	if use_func then
		use_func(self, card, use)
	end
end

function SmartAI:getAllPeachNum(player)
	player = player or self.player
	local n = 0
	for _, friend in ipairs(self:getFriends(player)) do
		n = n + self:getCardsNum("Peach")
	end
	return n
end

function SmartAI:useBasicCard(card, use)
	self:useCardByClassName(card, use)
end

function SmartAI:useTrickCard(card, use)
	if card:isBlack() and self.room:getTag("Zhenwu"):toString() == "ndtrick" then return end
	if card:inherits("AOE") then
		if self.player:hasSkill("wuyan") or self.player:hasSkill("tianzhen") then return end
		local good, bad = 0, 0
		for _, friend in ipairs(self.friends_noself) do
			if self:aoeIsEffective(card, friend) then
				bad = bad + 20/(friend:getHp())+10
				if friend:isLord() and (friend:getHp() < 3) then
					return
				end

				if (friend:getHp() < 2) and (self.player:isLord()) then
					return
				end
			end
			good = good + self:getCardsNum("Peach")
		end

		for _, enemy in ipairs(self.enemies) do
			if self:aoeIsEffective(card, enemy) then
				good = good + 20/(enemy:getHp())+10

				if enemy:isLord() then
					good = good + 20/(enemy:getHp())
				end
			end
			bad = bad + self:getCardsNum("Peach")
		end

		if good > bad or (self:hasSkills(sgs.need_kongcheng) and self.player:getHandcardNum() == 1) then
			use.card = card
		end
	else
		self:useCardByClassName(card, use)
	end
	if use.to then
		if not use.to:isEmpty() and sgs.dynamic_value.damage_card[card:className()] then
			for _, target in sgs.qlist(use.to) do
				if self:damageIsEffective(target) then return end
			end
			use.card = nil
		end
	end
end

sgs.weapon_range  =
{
	Crossbow = 1,
	Blade = 3,
	Spear = 3,
	Watch  = 2,
	QinggangSword = 2,
	Axe = 3,
	KylinBow = 5,
	Psg = 4,
	IceSword = 2,
	Fan = 4,
	MoonSpear = 3,
	GudingBlade = 2,
	YitianSword = 2,
	SPMoonSpear = 3,
-- bird
	YxSword = 3,
	Bat = 3,
	Railgun = 5,
	Injector = 1
}

function SmartAI:evaluateEquip(card)
	local deltaSelfThreat = 0
	local currentRange
	if not card then return -1
	else
		currentRange = sgs.weapon_range[card:className()] or 0
	end
	for _,enemy in ipairs(self.enemies) do
		if self.player:distanceTo(enemy) <= currentRange then
				deltaSelfThreat = deltaSelfThreat+6/getDefense(enemy)
		end
	end

	if card:inherits("Crossbow") and deltaSelfThreat~= 0 then
		if self.player:hasSkill("kurou") then deltaSelfThreat = deltaSelfThreat*3+10 end
		deltaSelfThreat = deltaSelfThreat + self:getCardsNum("Slash")*3-2
	elseif card:inherits("Blade") then
		deltaSelfThreat = deltaSelfThreat + self:getCardsNum("Slash")
	elseif card:inherits("Spear") then
	else
		for _,enemy in ipairs(self.enemies) do
			if self.player:distanceTo(enemy) <= currentRange then
				if card:inherits("DoubleSword") and
					enemy:getGeneral():isMale() ~= self.player:getGeneral():isMale() then
						deltaSelfThreat = deltaSelfThreat+3
				elseif card:inherits("QinggangSword") and enemy:getArmor() then
					deltaSelfThreat = deltaSelfThreat+3
				elseif card:inherits("Axe") and enemy:getHp() < 3 then
					deltaSelfThreat = deltaSelfThreat+3-enemy:getHp()
				elseif card:inherits("KylinBow") and (enemy:getDefensiveCar() or enemy:getDefensiveCar())then
					deltaSelfThreat = deltaSelfThreat+1
					break
				elseif card:inherits("GudingBlade") and enemy:getHandcardNum() < 3 then
					deltaSelfThreat = deltaSelfThreat+2
					if enemy:getHandcardNum() < 1 then deltaSelfThreat = deltaSelfThreat+4 end
				end
			end
		end
	end
	return deltaSelfThreat
end

function SmartAI:evaluateArmor(card, player)
	player = player or self.player
	local ecard = card or player:getArmor()
	if not ecard then
		if player:hasSkill("bazhen") or player:hasSkill("yizhong") then return 4 end
		return 0
	end
	local armor_base_value = {
		Vine = 3,
		EightDiagram = 4,
		RenwangShield = 3,
		SilverLion = 1,
		GaleShell = -10,
		ThunderShell = 5,
	--bird
		Tantei = 5,
		Bow = 4,
	}
	if ecard:inherits("EightDiagram") and (self:hasWizard(self:getFriends(player),true) or player:hasSkill("tiandu")) then return 5 end
	if ecard:inherits("EightDiagram") and self:hasWizard(self:getEnemies(player),true) then return 2 end
	if ecard:inherits("Vine") then
		for _, enemy in ipairs(self:getEnemies(player)) do
			if (enemy:canSlash(player) and self:isEquip("Fan",enemy)) or enemy:hasSkill("huoji") then return -1 end
			if enemy == self.player and (self:getCardId("FireSlash", enemy) or self:getCardId("FireAttack",enemy)) then return -1 end
		end
	end
	if #(self:getEnemies(player))<3 and ecard:inherits("Vine") then return 4 end
	if self:hasWizard(self:getEnemies(player), true) and ecard:inherits("SilverLion") then
		for _,player in sgs.qlist(self.room:getAlivePlayers()) do
			if player:containsTrick("lightning") then return 5 end
		end
	end
	return armor_base_value[ecard:className()]
end

function SmartAI:useEquipCard(card, use)
	if self.player:hasSkill("chengxiang") and self.player:getHandcardNum() < 8 and card:getNumber() < 7 and self:hasSameEquip(card) then return end
	if self:hasSkills(sgs.lose_equip_skill) and not card:inherits("GaleShell") then
		use.card = card
		return
	end
	if self.player:getHandcardNum() == 1 and self:hasSkills(sgs.need_kongcheng) and not card:inherits("GaleShell") then
		use.card = card
		return
	end
	if self:hasSameEquip(card) and
		(self.player:hasSkill("rende") or self.player:hasSkill("qingnang")
		or (self.player:hasSkill("yongsi") and self:getOverflow() < 3)
		or (self.player:hasSkill("qixi") and card:isBlack())) then return end
	if card:inherits("Weapon") then
		if self.player:hasSkill("rende") then
			for _,friend in ipairs(self.friends_noself) do
				if not friend:getWeapon() then return end
			end
		end
		if self.player:getWeapon() and self.player:getWeapon():inherits("YitianSword") then use.card = card return end
		if self:evaluateEquip(card) > self:evaluateEquip(self.player:getWeapon()) then
			if (not use.to) and self.weaponUsed and (not self:hasSkills(sgs.lose_equip_skill)) then return end
			if self.player:getHandcardNum() <= self.player:getHp() then return end
			use.card = card
		end
	elseif card:inherits("Armor") then
		if card:inherits("GaleShell") then self:useGaleShell(card, use) return end
		local lion = self:getCard("SilverLion")
		if lion and self.player:isWounded() and not self:isEquip("SilverLion") and not card:inherits("SilverLion") and
			not (self:hasSkills("bazhen|yizhong") and not self.player:getArmor()) then
			use.card = lion
			return
		end
		if self.player:hasSkill("rende") and self:evaluateArmor(card)<4 then
			for _,friend in ipairs(self.friends_noself) do
				if not friend:getArmor() then return end
			end
		end
		if self:evaluateArmor(card) > self:evaluateArmor() then use.card = card end
		return
	elseif card:inherits("OffensiveCar") and self.player:hasSkill("rende") then
		for _,friend in ipairs(self.friends_noself) do
			if not friend:getOffensiveCar() then return end
		end	
	elseif card:inherits("Monkey") or self.lua_ai:useCard(card) then
		use.card = card
	end
end

function SmartAI:getTurnUse()
	local cards = self.player:getHandcards()
	cards = sgs.QList2Table(cards)

	local turnUse = {}
	local slashAvail = 1
	self.predictedRange = self.player:getAttackRange()
    	self.predictNewCar = false
	self.retain_thresh = 5
	self.slash_targets = 1
	self.slash_distance_limit = false

	self.weaponUsed = false

	if self.player:isLord() then self.retain_thresh = 6 end
	if self.player:hasFlag("tianyi_success") then
		slashAvail = 2
		self.slash_targets = 2
		self.slash_distance_limit = true
	end

	self:fillSkillCards(cards)

	self:sortByUseValue(cards)

	if self.player:hasSkill("paoxiao") or
		(
			self.player:getWeapon() and
			(self.player:getWeapon():objectName() == "crossbow")
		) then
		slashAvail = 100
	end


	local i = 0
	for _,card in ipairs(cards) do
		local dummy_use = {}
		dummy_use.isDummy = true
		if not self:hasSkills(sgs.need_kongcheng) then
			if (i >= (self.player:getHandcardNum()-self.player:getHp()+self.retain)) and (self:getUseValue(card) < self.retain_thresh) then
				return turnUse
			end

			if (i >= (self.player:getHandcardNum()-self.player:getHp())) and (self:getUseValue(card) < 8.5) and self.harsh_retain then
				return turnUse
			end
		end

		local type = card:getTypeId()
		if type == sgs.Card_Basic then
			self:useBasicCard(card, dummy_use, self.slash_distance_limit)
		elseif type == sgs.Card_Trick then
			self:useTrickCard(card, dummy_use)
		elseif type == sgs.Card_Equip then
			self:useEquipCard(card, dummy_use)
		elseif type == sgs.Card_Skill then
			self:useSkillCard(card, dummy_use)
		else
			dummy_use.card = card
		end

		if dummy_use.card then
			if (card:inherits("Slash")) then
				if slashAvail > 0 then
					slashAvail = slashAvail-1
					table.insert(turnUse,card)
				end
			else
				if card:inherits("Weapon") then
					self.predictedRange = sgs.weapon_range[card:className()]
					self.weaponUsed = true
				end
				if card:inherits("OffensiveCar") then self.predictNewCar = true end
				if card:objectName() == "crossbow" then slashAvail = 100 end
				if card:inherits("Snatch") then i = i-1 end
				if card:inherits("Peach") then i = i+2 end
				if card:inherits("Collateral") then i = i-1 end
				if card:inherits("AmazingGrace") then i = i-1 end
				if card:inherits("ExNihilo") then i = i-2 end
				table.insert(turnUse,card)
			end
			i = i+1
		end
	end

	return turnUse
end

function SmartAI:activate(use)
	self:updatePlayers()
	self:assignKeep(self.player:getHp(),true)
	self:printCards(self.kept)
	self.toUse  = self:getTurnUse()
	self:printCards(self.toUse)

--	self:sortByUsePriority(self.toUse)
	self:sortByDynamicUsePriority(self.toUse)
	for _, card in ipairs(self.toUse) do
		if not self.player:isJilei(card) then
			local type = card:getTypeId()

			if type == sgs.Card_Basic then
				self:useBasicCard(card, use, self.slash_distance_limit)
			elseif type == sgs.Card_Trick then
				self:useTrickCard(card, use)
			elseif type == sgs.Card_Skill then
				self:useSkillCard(card, use)
			elseif type == sgs.Card_Equip then
				self:useEquipCard(card, use)
			else
				use.card = card
			end

			if use:isValid() then
				self.toUse = nil
				return
			end
		end
	end

	self.toUse = nil
end

function SmartAI:hasEquip(card)
	return self.player:hasEquip(card)
end

function SmartAI:getKeepValue(card,kept)
	if not kept then return self.keepValue[card:getId()] or 0 end

	local class_name = card:className()
	local suit_string = card:getSuitString()
	local value, newvalue
	if sgs[self.player:getGeneralName().."_keep_value"] then
		value = sgs[self.player:getGeneralName().."_keep_value"][class_name]
		if value then return value end
	end
	if sgs[self.player:getGeneralName().."_suit_value"] then
		value = sgs[self.player:getGeneralName().."_suit_value"][suit_string]
	end
	newvalue = sgs.ai_keep_value[class_name] or 0
	for _,acard in ipairs(kept) do
		if acard:className() == card:className() then newvalue = newvalue - 1.2
		elseif acard:inherits("Slash") and card:inherits("Slash") then newvalue = newvalue - 1
		end
	end
	if not value or newvalue > value then value = newvalue end
	return value
end

function SmartAI:getUseValue(card)
	local class_name = card:className()
	local v = 0

	if card:inherits("GuhuoCard") then
		local userstring = card:toString()
		userstring = (userstring:split(":"))[2]
		local guhuocard = sgs.Sanguosha:cloneCard(userstring, card:getSuit(), card:getNumber())
		local usevalue = self:getUseValue(guhuocard,player) + #self.enemies*0.3
		if sgs.Sanguosha:getCard(card:getSubcards():first()):objectName() == userstring and card:getSuit() == sgs.Card_Heart then usevalue = usevalue + 3 end
		return usevalue
	end

	if card:getTypeId() == sgs.Card_Equip then
		if self:hasEquip(card) then
			if card:inherits("OffensiveCar") and self.player:getAttackRange()>2 then return 5.5 end
			if card:inherits("DefensiveCar") and self:isEquip("EightDiagram") then return 5.5 end
			return 9
		end
		if not self:hasSameEquip(card) then v = 6.7 end
		if self.weaponUsed and card:inherits("Weapon") then v = 2 end
		if self.player:hasSkill("qiangxi") and card:inherits("Weapon") then v = 2 end
		if self.player:hasSkill("kurou") and card:inherits("Crossbow") then return 9 end
		if self:hasSkill("bazhen") or self:hasSkill("yizhong") and card:inherits("Armor") then v = 2 end
		if self:hasSkills(sgs.lose_equip_skill) then return 10 end
	elseif card:getTypeId() == sgs.Card_Basic then
		if card:inherits("Slash") then
			if (self.player:hasFlag("drank") or self.player:hasFlag("tianyi_success") or self.player:hasFlag("luoyi")) then v = 8.7 end
			if self:isEquip("CrossBow") then v = v + 4 end
			v = v+self:getCardsNum("Slash")
		elseif card:inherits("Jink") then
			if self:getCardsNum("Jink") > 1 then v = v-6 end
		elseif card:inherits("Shit") and self.player:hasSkill("kuanggu") and card:getSuit()~= sgs.Card_Spade then
			v = 0.1
		end
	elseif card:getTypeId() == sgs.Card_Trick then
		if self.player:getWeapon() and not self:hasSkills(sgs.lose_equip_skill) and card:inherits("Collateral") then v = 2 end
		if self.player:getMark("shuangxiong") and card:inherits("Duel") then v = 8 end
		if self.player:hasSkill("jizhi") then v = 8.7 end
		if not self:hasTrickEffective(card) then v = 0 end
	end

	if self:hasSkills(sgs.need_kongcheng) then
		if self.player:getHandcardNum() == 1 then v = 10 end
	end
	if self:hasSkill({name = "halberd"}) and card:inherits("Slash") and self.player:getHandcardNum() == 1 then v = 10 end
	if card:getTypeId() == sgs.Card_Skill then
		if v == 0 then v = 10 end
	end

	if v == 0 then v = sgs.ai_use_value[class_name] or 0 end
	return v
end

function SmartAI:getUsePriority(card)
	local class_name = card:className()
	local v = 0
	if card:inherits("EquipCard") then
		if self:hasSkill(sgs.lose_equip_skill) then return 10 end
		if card:inherits("Armor") and not self.player:getArmor() then v = 6
		elseif card:inherits("Weapon") and not self.player:getWeapon() then v = 5.7
        elseif card:inherits("DefensiveCar") and not self.player:getDefensiveCar() then v = 5.8
        elseif card:inherits("OffensiveCar") and not self.player:getOffensiveCar() then v = 5.5
		end
		return v
	end

	if self.player:hasSkill("wuyan") then
		if card:inherits("Slash") then
			v = 4

		elseif card:inherits("Collateral") or card:inherits("Dismantlement") or card:inherits("Snatch") or card:inherits("IronChain") then v = 0
		end
		if v then return v else return sgs.ai_use_priority[class_name] end
	end
	if self.player:hasSkill("qingnang") then
		if card:inherits("Dismantlement") then v = 3.8
		elseif card:inherits("Collateral") then v = 3.9
		end
		if v then return v else return sgs.ai_use_priority[class_name] end
	end
	if self.player:hasSkill("rende") then
		if card:inherits("ExNihio") then v = 5.9 end
		return v or sgs.ai_use_priority[class_name]
	end

	v = sgs.ai_use_priority[class_name] or 0

	if card:inherits("Slash") and (card:getSuit() == sgs.Card_NoSuit) then v = v-0.1 end
	return v
end

function SmartAI:getDynamicUsePriority(card)
	if not card then return 0 end

	local type = card:getTypeId()
	local dummy_use = {}
	dummy_use.isDummy = true
	if type == sgs.Card_Trick then
		self:useTrickCard(card, dummy_use)
	elseif type == sgs.Card_Basic then
		self:useBasicCard(card, dummy_use)
	elseif type == sgs.Card_Equip then
		self:useEquipCard(card, dummy_use)
	else
		self:useSkillCard(card, dummy_use)
	end

	local good_null, bad_null = 0, 0
	for _, friend in ipairs(self.friends) do
		good_null = good_null + self:getCardsNum("Nullification", friend)
	end
	for _, enemy in ipairs(self.enemies) do
		bad_null = bad_null + self:getCardsNum("Nullification", enemy)
	end

	local value = self:getUsePriority(card)
	if dummy_use.card then
		local use_card = dummy_use.card
		local card_name = use_card:className()
		local dynamic_value

		if use_card:getTypeId() == sgs.Card_Equips then
			if self:hasSkills(sgs.lose_equip_skill) then value = value + 12 end
		end

		if use_card:getSkillName() == "wusheng" and
			sgs.Sanguosha:getCard(use_card:getEffectiveId()):inherits("GaleShell") and
			self:isEquip("GaleShell") then
			value = value + 10
		end

		if sgs.dynamic_value.benefit[class_name] then
			dynamic_value = 10
			if use_card:inherits("AmazingGrace") then
				for _, player in sgs.qlist(self.room:getOtherPlayers(self.player)) do
					dynamic_value = dynamic_value - 1
					if self:isEnemy(player) then dynamic_value = dynamic_value - ((player:getHandcardNum()+player:getHp())/player:getHp())*dynamic_value
					else dynamic_value = dynamic_value + ((player:getHandcardNum()+player:getHp())/player:getHp())*dynamic_value
					end
				end
			elseif use_card:inherits("GodSalvation") then
				local weak_mate, weak_enemy = 0, 0
				for _, player in sgs.qlist(self.room:getAllPlayers()) do
					if player:getHp() <= 1 and player:getHandcardNum() <= 1 then
						if self:isEnemy(player) then weak_enemy = weak_enemy + 1
						elseif self:isFriend(player) then weak_mate = weak_mate + 1
						end
					end
				end

				if weak_enemy > weak_mate then
					for _, card in sgs.qlist(self.player:getHandcards()) do
						if card:isAvailable(self.player) and sgs.dynamic_value.damage_card[card:className()] then
							if self:getDynamicUsePriority(card) - 0.5 > self:getUsePriority(card) then
								dynamic_value = -5
							end
						end
					end
				end
			elseif use_card:inherits("Peach") then
				dynamic_value = 7.85
			elseif use_card:inherits("QingnangCard") and self:getCardsNum("Snatch") > 0 and good_null >= bad_null then
				dynamic_value = 6.55
			elseif use_card:inherits("RendeCard") and self.player:usedTimes("RendeCard") < 2 then
				if not self.player:isWounded() then dynamic_value = 6.57
				elseif self:isWeak() then dynamic_value = 7.9
				else dynamic_value = 7.86
				end
			elseif use_card:inherits("JujianCard") then
				if not self.player:isWounded() then dynamic_value = 0
				else dynamic_value = 7.5
				end
			end
			value = value + dynamic_value
		elseif sgs.dynamic_value.damage_card[class_name] then
			local others
			if dummy_use.to then others = dummy_use.to else others = self.room:getOtherPlayers(self.player) end
			dummy_use.probably_hit = {}

			for _, enemy in sgs.qlist(others) do
				if self:isEnemy(enemy) and (enemy:getHp() <= 2 or enemy:isKongcheng())
					and self:getCardsNum("Analeptic", enemy) == 0 and self:getCardsNum("Peach", enemy) == 0 then
					table.insert(dummy_use.probably_hit, enemy)
					break
				end
			end

			if #dummy_use.probably_hit > 0 then
				self:sort(dummy_use.probably_hit, "defense")
				local probably_hit
				for _, hit in ipairs(dummy_use.probably_hit) do
					if not self:hasSkills(sgs.masochism_skill, hit) then
						probably_hit = hit
						break
					end
				end
				if not probably_hit then
					probably_hit = dummy_use.probably_hit[1]
					value = value + 1.5
				else
					value = value + 3
				end
				value = value - (probably_hit:getHp() - 1)/2.0

				if use_card:inherits("Slash") and self:getCardsNum("Jink", probably_hit) == 0 then
					value = value + 5
				elseif use_card:inherits("FireAttack") then
					value = value + 0.5 + self:getHandcardNum()
				elseif use_card:inherits("Duel") then
					value = value + 2 + (self:getHandcardNum() - self:getCardsNum("Slash", probably_hit))
				end
			end
		elseif sgs.dynamic_value.control_card[class_name] then
			if use_card:getTypeId() == sgs.Card_Trick then dynamic_value = 7 - bad_null/good_null else dynamic_value = 6.65 end
			value = value + dynamic_value
		elseif sgs.dynamic_value.control_usecard[class_name] then
			value = value + 6.6
		elseif sgs.dynamic_value.lucky_chance[class_name] then
			value = value + (#self.enemies - #self.friends)
		end
	end

	return value
end

-- compare functions
sgs.ai_compare_funcs = {
	hp = function(a, b)
		return a:getHp() < b:getHp()
	end,

	hp2 = function(a, b)
		return a:getHp() > b:getHp()
	end,

	handcard = function(a, b)
		return a:getHandcardNum() < b:getHandcardNum()
	end,

	value = function(a, b)
		return SmartAI.GetValue(a) < SmartAI.GetValue(b)
	end,

	chaofeng = function(a, b)
		local c1 = sgs.ai_chaofeng[a:getGeneralName()]	or 0
		local c2 = sgs.ai_chaofeng[b:getGeneralName()] or 0

		if c1 == c2 then
			return sgs.ai_compare_funcs.value(a, b)
		else
			return c1 > c2
		end
	end,

	defense = function(a,b)
		return SmartAI.GetDefense(a) < SmartAI.GetDefense(b)
	end,

	threat = function ( a, b)
		local players = sgs.QList2Table(a:getRoom():getOtherPlayers(a))
		local d1 = a:getHandcardNum()
		for _, player in ipairs(players) do
			if a:canSlash(player,true) then
				d1 = d1+10/(getDefense(player))
			end
		end
		players = sgs.QList2Table(b:getRoom():getOtherPlayers(b))
		local d2 = b:getHandcardNum()
		for _, player in ipairs(players) do
			if b:canSlash(player,true) then
				d2 = d2+10/(getDefense(player))
			end
		end

		local c1 = sgs.ai_chaofeng[a:getGeneralName()]	or 0
		local c2 = sgs.ai_chaofeng[b:getGeneralName()] or 0

		return d1+c1/2 > d2+c2/2
	end,
}

function SmartAI:sortByKeepValue(cards,inverse,kept)
	local compare_func = function(a,b)
		local value1 = self:getKeepValue(a,kept)
		local value2 = self:getKeepValue(b,kept)

		if value1 ~= value2 then
			if inverse then return value1 > value2 end
			return value1 < value2
		else
			return a:getNumber() < b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByUseValue(cards,inverse)
	local compare_func = function(a,b)
			local value1 = self:getUseValue(a)
			local value2 = self:getUseValue(b)

			if value1 ~= value2 then
					if not inverse then return value1 > value2
					else return value1 < value2
					end
			else
					return a:getNumber() > b:getNumber()
			end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByUsePriority(cards)
	local compare_func = function(a,b)
				local value1 = self:getUsePriority(a)
				local value2 = self:getUsePriority(b)

		if value1 ~= value2 then
			return value1 > value2
		else
			return a:getNumber() > b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByDynamicUsePriority(cards)
	local compare_func = function(a,b)
		local value1 = self:getDynamicUsePriority(a)
		local value2 = self:getDynamicUsePriority(b)

		if value1 ~= value2 then
			return value1 > value2
		else
			return a and a:getTypeId() ~= sgs.Card_Skill and not (b and b:getTypeId() ~= sgs.Card_Skill)
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:sortByCardNeed(cards)
	local compare_func = function(a,b)
				local value1 = self:cardNeed(a)
				local value2 = self:cardNeed(b)

		if value1 ~= value2 then
			return value1 < value2
		else
			return a:getNumber() > b:getNumber()
		end
	end

	table.sort(cards, compare_func)
end

function SmartAI:askForDiscard(reason, discard_num, optional, include_equip)
	if reason == "ganglie" then
		if self.player:getHp() > self.player:getHandcardNum() then return {} end

		if self.player:getHandcardNum() == 3 then
			local to_discard = {}
			local cards = self.player:getHandcards()
			local index = 0
			local all_peaches = 0
			for _, card in sgs.qlist(cards) do
				if card:inherits("Peach") then
					all_peaches = all_peaches + 1
				end
			end
			if all_peaches >= 2 then return {} end

			for _, card in sgs.qlist(cards) do
				if not card:inherits("Peach") then
					table.insert(to_discard, card:getEffectiveId())
					index = index + 1
					if index == 2 then break end
				end
			end
			return to_discard
		end

		if self.player:getHandcardNum() < 2 then return {} end
	elseif optional then
		return {}
	end

	local cards = self.player:getCards("h")
	if not cards then return {} end
	cards = sgs.QList2Table(cards)
	self:sortByKeepValue(cards)

	local to_discard = {}

	local weapon = self.player:getWeapon()
	local armor = self.player:getArmor()
	local offensive_car = self.player:getOffensiveCar()
	local defensive_car = self.player:getDefensiveCar()
	
	if reason == "gongmou" then
		for _, card in ipairs(cards) do
			if #to_discard >= discard_num then break end
			if card:inherits("Shit") then table.insert(to_discard, card:getId()) end
		end
	end

	if include_equip and weapon and weapon:inherits("YitianSword") then
		table.insert(to_discard, weapon:getId())
		weapon = nil
	end

	if include_equip and armor and armor:inherits("SilverLion") and self.player:isWounded() then
		table.insert(to_discard, armor:getId())
		armor = nil
	end

	if include_equip and self:hasSkills(sgs.lose_equip_skill) and
		not (not self.player:getCards("e"):isEmpty() and self.player:isJilei(self.player:getCards("e"):first())) then
		if #to_discard < discard_num and armor then
			if armor:inherits("GaleShell") then table.insert(to_discard, armor:getId()) armor = nil
			elseif armor:inherits("SilverLion") and self.player:isWounded() then table.insert(to_discard, armor:getId()) armor = nil end
		end
		if #to_discard < discard_num and offensive_car then table.insert(to_discard, offensive_car:getId()) offensive_car = nil end
		if #to_discard < discard_num and weapon then table.insert(to_discard, weapon:getId()) weapon = nil end
		if #to_discard < discard_num and defensive_car then table.insert(to_discard, defensive_car:getId()) defensive_car = nil end
		if #to_discard < discard_num and armor then table.insert(to_discard, armor:getId()) armor = nil end
	end

	for _, card in ipairs(cards) do
		if #to_discard >= discard_num then break end
		if (not self.player:isJilei(card)) or (reason == "gongmou" and not card:inherits("Shit")) then
			table.insert(to_discard, card:getEffectiveId())
		end
	end

	if include_equip and
		not (not self.player:getCards("e"):isEmpty() and self.player:isJilei(self.player:getCards("e"):first())) then
		if #to_discard < discard_num and armor then
			if armor:inherits("GaleShell") then table.insert(to_discard, armor:getId()) armor = nil
			elseif armor:inherits("SilverLion") and self.player:isWounded() then table.insert(to_discard, armor:getId()) armor = nil end
		end
		if #to_discard < discard_num and offensive_car then table.insert(to_discard, offensive_car:getId()) end
		if #to_discard < discard_num and weapon then table.insert(to_discard, weapon:getId()) end
		if #to_discard < discard_num and defensive_car then table.insert(to_discard, defensive_car:getId()) end
		if #to_discard < discard_num and armor then table.insert(to_discard, armor:getId()) end
	end
	return to_discard
end

--- Determine that the current judge is worthy retrial
-- @param judge The JudgeStruct that contains the judge information
-- @return True if it is needed to retrial
function SmartAI:needRetrial(judge)
	local reason = judge.reason
	if reason == "typhoon" or reason == "earthquake" or reason == "volcano" or reason == "mudslide" then return false end
	if self:isFriend(judge.who) then
		return not judge:isGood()
	elseif self:isEnemy(judge.who) then
		return judge:isGood()
	else
		return false
	end
end

--- Get the retrial cards with the lowest keep value
-- @param cards the table that contains all cards can use in retrial skill
-- @param judge the JudgeStruct that contains the judge information
-- @return the retrial card id or -1 if not found
function SmartAI:getRetrialCardId(cards, judge)
	local can_use = {}
	for _, card in ipairs(cards) do
		if self:isFriend(judge.who) and judge:isGood(card) then
			table.insert(can_use, card)
		elseif self:isEnemy(judge.who) and not judge:isGood(card) then
			table.insert(can_use, card)
		end
	end
	
	if next(can_use) then
		self:sortByKeepValue(can_use, true)
		return can_use[1]:getEffectiveId()
	else
		return -1
	end
end

sgs.ai_skill_playerchosen = {}

function SmartAI:askForPlayerChosen(targets, reason)
	self:log("askForPlayerChosen:"..reason)
	local playerchosen = sgs.ai_skill_playerchosen[string.gsub(reason,"%-","_")]
	local target
	if type(playerchosen) == "function" then
		target = playerchosen(self,targets)
	end
	if target then
		return target
	else
		local r = math.random(0, targets:length() - 1)
		return targets:at(r)
	end
end

-- used for SmartAI:askForChoice
sgs.ai_skill_choice = {}

function SmartAI:askForChoice(skill_name, choices, data)
	local choice = sgs.ai_skill_choice[skill_name]
	if type(choice) == "string" then
		return choice
	elseif type(choice) == "function" then
		return choice(self, choices, data)
	else
		local skill = sgs.Sanguosha:getSkill(skill_name)
		if skill then
			return skill:getDefaultChoice(self.player)
		else
			local choice_table = choices:split("+");
			local r = math.random(1, #choice_table)
			return choice_table[r]
		end
	end
end

function SmartAI:getCardRandomly(who, flags)
	local cards = who:getCards(flags)
	if cards:isEmpty() then return end
	local r = math.random(0, cards:length()-1)
	local card = cards:at(r)
	if self:isEquip("SilverLion", who) then
		if self:isEnemy(who) and who:isWounded() and card == who:getArmor() then
			if r ~= (cards:length()-1) then
				card = cards:at(r+1)
			else
				card = cards:at(r-1)
			end
		end
	end
	if self:isEquip("GaleShell", who) then
		if self:isEnemy(who) and card == who:getArmor() then
			if r ~= (cards:length()-1) then
				card = cards:at(r+1)
			else
				card = cards:at(r-1)
			end
		end
	end
	return card:getEffectiveId()
end

sgs.ai_skill_cardchosen = {}
function SmartAI:askForCardChosen(who, flags, reason)
	self.room:output(reason)

	local cardchosen = sgs.ai_skill_cardchosen[string.gsub(reason,"%-","_")]
	local card
	if type(cardchosen) == "function" then
		card = cardchosen(self, who)
	end
	if card then
		return card:getId()
	end

	if self:isFriend(who) then
		if flags:match("j") then
			local tricks = who:getCards("j")
			local lightning, indulgence, supply_shortage
			for _, trick in sgs.qlist(tricks) do
				if trick:inherits("Lightning") then
					lightning = trick:getId()
				elseif trick:inherits("Indulgence") or trick:getSuit() == sgs.Card_Diamond then
					indulgence = trick:getId()
				else
					supply_shortage = trick:getId()
				end
			end


			if self:hasWizard(self.enemies) and lightning then
				return lightning
			end

			if indulgence and supply_shortage then
				if who:getHp() < who:getHandcardNum() then
					return indulgence
				else
					return supply_shortage
				end
			end

			if indulgence or supply_shortage then
				return indulgence or supply_shortage
			end
		end

		if flags:match("e") then
			local zhangjiao = self.room:findPlayerBySkillName("leiji")
			if who:isWounded() and self:isEquip("SilverLion", who) and (not zhangjiao or self:isFriend(zhangjiao))
				then return who:getArmor():getId() end
			if self:isEquip("GaleShell", who) then return who:getArmor():getId() end
			if self:hasSkills(sgs.lose_equip_skill, who) then
				local equips = who:getEquips()
				if not equips:isEmpty() then
					return equips:at(0):getId()
				end
			end
		end
	else
		if flags:match("e") then
			if self:isEquip("Crossbow",who) then
				for _, friend in ipairs(self.friends) do
					if who:distanceTo(friend) <= 1 then return who:getWeapon():getId() end
				end
				for _, enemy in ipairs(self.enemies) do
					if who:distanceTo(enemy) <= 1 then return who:getWeapon():getId() end
				end
			end

			if who:getDefensiveCar() then
				for _,friend in ipairs(self.friends) do
					if friend:distanceTo(who) == friend:getAttackRange()+1 then 
					 	return who:getDefensiveCar():getId()
					end
				end
			end
			
			if who:getArmor() and self:evaluateArmor(who:getArmor(),who)>3 then
				return who:getArmor():getId()
			end

			if self:isEquip("Monkey", who) then
				return who:getOffensiveCar():getId()
			end
		end

		if flags:match("j") then
			local tricks = who:getCards("j")
			local lightning
			for _, trick in sgs.qlist(tricks) do
				if trick:inherits("Lightning") then
					lightning = trick:getId()
				end
			end
			if self:hasWizard(self.enemies,true) and lightning then
				return lightning
			end
		end

		if (who:getHandcardNum() < 2) and (not who:isKongcheng()) and
			not self:hasSkills(sgs.need_kongcheng, who) then return -1
		end

		if flags:match("e") then
			if who:getArmor() and self:evaluateArmor(who:getArmor(), who)>0
				and not (who:getArmor():inherits("SilverLion") and self:isWeak(who)) then
				return who:getArmor():getId()
			end
			
			if who:getWeapon() then
			    if not (who:hasSkill("wuyu") and (who:getHandcardNum() >= who:getHp())) and not self:isEquip("YitianSword",who) then
					for _,friend in ipairs(self.friends) do
						if (who:distanceTo(friend) <= who:getAttackRange()) and (who:distanceTo(friend) > 1) then
							return who:getWeapon():getId()
						end
					end
				end
			end
		
			if who:getOffensiveCar() then
			    if who:hasSkill("wuyu") and who:getHandcardNum() >= who:getHp() then
				else
					for _,friend in ipairs(self.friends) do
						if who:distanceTo(friend) == who:getAttackRange() and
						who:getAttackRange() > 1 then
					 	    return who:getOffensiveCar():getId() 
						end
					end
				end
			end
		end
		if flags:match("h") then
			if not who:isKongcheng() then
				return -1
			end
		end

		if not who:isKongcheng() then
			return -1
		end
	end
	local new_flag = ""
	if flags:match("h") then new_flag = "h" end
	if flags:match("e") then new_flag = new_flag.."e" end
	return self:getCardRandomly(who, new_flag) or who:getCards(flags):first():getEffectiveId()
end

sgs.ai_skill_cardask = {}
function SmartAI:askForCard(pattern, prompt, data)
	self.room:output(prompt)
	if sgs.ai_skill_invoke[pattern] then return sgs.ai_skill_invoke[pattern](self, prompt) end

	local target, target2
	if not prompt then return end
	local parsedPrompt = prompt:split(":")
	if parsedPrompt[2] then
		local others = self.room:getOtherPlayers(self.player)
		others = sgs.QList2Table(others)
		for _, other in ipairs(others) do
			if other:getGeneralName() == parsedPrompt[2] or other:objectName() == parsedPrompt[2] then target = other break end
		end
		if parsedPrompt[3] then
			for _, other in ipairs(others) do
				if other:getGeneralName() == parsedPrompt[3] or other:objectName() == parsedPrompt[3] then target2 = other break end
			end
		end
	end

	local callback = sgs.ai_skill_cardask[parsedPrompt[1]]
	if type(callback) == "function" then
		local ret = callback(self, data, pattern, target, target2)
		if ret then return ret end
	end

	if self.player:hasSkill("tianxiang") then
		local dmgStr = {damage = 1, nature = 0}
		local willTianxiang = sgs.ai_skill_use["@tianxiang"](self, dmgStr)
		if willTianxiang ~= "." then return "." end
	elseif self.player:hasSkill("longhun") and self.player:getHp() > 1 then
		return "."
	end

	if pattern == "slash" then
		if parsedPrompt[1] == "@wushuang-slash-1" and self:getCardsNum("Slash") < 2 and
			not (self.player:getHandcardNum() == 1 and self:hasSkills(sgs.need_kongcheng)) then return "." end
		if parsedPrompt[1] == "collateral-slash" then
			if target and (not self:isFriend(target2) or target2:getHp() > 2 or self:getCardsNum("Jink", targets2) > 0)and not self:hasSkills(sgs.lose_equip_skill) then
				local slash = self:getCardId("Slash")
				if not self:slashProhibit(sgs.Card_Parse(slash), target2) then return slash end
			end
			self:speak("collateral", self.player:getGeneral():isFemale())
			return "."
		elseif (parsedPrompt[1] == "duel-slash") then
			if (not self:isFriend(target) and self:getCardsNum("Slash")*2 >= target:getHandcardNum())
				or (target:getHp() > 2 and self.player:getHp() <= 1 and self:getCardsNum("Peach") == 0 and not self.player:hasSkill("buqu")) then
				return self:getCardId("Slash")
			else return "." end
		elseif parsedPrompt[1] == "savage-assault-slash"  then
			if not self:damageIsEffective(nil, nil, target) then return "." end
			local aoe = sgs.Sanguosha:cloneCard("savage_assault", sgs.Card_NoSuit , 0)
			if ((self.player:hasSkill("jianxiong") and self:getAoeValue(aoe) > -10) and
				(self.player:getHp()>1 or self:getAllPeachNum()>0 and not self.player:containsTrick("indulgence")))
				or (self.player:hasSkill("yiji")) and self.player:getHp() > 2 then return "." end
			if target and target:hasSkill("guagu") and self.player:isLord() then return "." end
			if self.player:hasSkill("jieming") and self:getJiemingChaofeng() <= -6 and self.player:getHp() >= 2 then return "." end
		elseif parsedPrompt[1] == "@xianzhen-slash" then
			local target = self.player:getTag("XianzhenTarget"):toPlayer()
			local slashes = self:getCards("Slash")
			for _, slash in ipairs(slashes) do
				if self:slashIsEffective(slash, target) then return slash:getEffectiveId() end
			end
			return "."
		end
		return self:getCardId("Slash") or "."
	elseif pattern == "jink" then
		if (parsedPrompt[1] == "@wushuang-jink-1" or parsedPrompt[1] == "@roulin1-jink-1" or parsedPrompt[1] == "@roulin2-jink-1")
			and self:getCardsNum("Jink") < 2 then return "." end
		if parsedPrompt[1] == "archery-attack-jink" or parsedPrompt[1]=="@moon-spear-jink" then
			if not self:damageIsEffective(nil, nil, target) then return "." end
		end
		if target then
			if self:isFriend(target) then
				if parsedPrompt[1] == "archery-attack-jink"  then
					local aoe = sgs.Sanguosha:cloneCard("savage_assault", sgs.Card_NoSuit , 0)
					if ((self.player:hasSkill("jianxiong") and self:getAoeValue(aoe) > -10) and
						(self.player:getHp()>1 or self:getAllPeachNum()>0 and not self.player:containsTrick("indulgence")))
						or (self.player:hasSkill("yiji")) and self.player:getHp() > 2 then return "." end

				end
				if self.player:hasSkill("jieming") and self:getJiemingChaofeng() <= -6 then return "." end
				if target:hasSkill("pojun") and not self.player:faceUp() then return "." end
				if target:hasSkill("guagu") and self.player:isLord() then return "." end
				if (target:hasSkill("jieyin") and (not self.player:isWounded()) and self.player:getGeneral():isMale()) and not self.player:hasSkill("leiji") then return "." end
			else
				if not target:hasFlag("drank") then
					if target:hasSkill("mengjin") and self.player:hasSkill("jijiu") then return "." end
				else
					return self:getCardId("Jink") or "."
				end
				if not self:hasSkills(sgs.need_kongcheng, player) then
					if self:isEquip("Axe", target) then
						if self:hasSkills(sgs.lose_equip_skill, target) and target:getEquips():length() > 1 then return "." end
						if target:getHandcardNum() - target:getHp() > 2 then return "." end
					elseif self:isEquip("Blade", target) then
						if self:getCardsNum("Jink") <= self:getCardsNum("Slash", target) then return "." end
					end
				end

			end
		end
		
		if self:getDamagedEffects(self) then return "." end
		return self:getCardId("Jink") or "."
	end
end

sgs.ai_skill_askforag = {}
function SmartAI:askForAG(card_ids, refusable, reason)
	local cardchosen = sgs.ai_skill_askforag[string.gsub(reason, "%-", "_")]
	if type(cardchosen) == "function" then
		local card_id = cardchosen(self, card_ids)
		if card_id then return card_id end
	end

	if refusable and self:hasSkill("xinzhan") then
		local next_player = self.player:getNextAlive()
		if self:isFriend(next_player) and next_player:containsTrick("indulgence") then
			if #card_ids == 1 then return -1 end
		end
		return card_ids[1]
	end
	local ids = card_ids
	local cards = {}
	for _, id in ipairs(ids) do
		table.insert(cards, sgs.Sanguosha:getCard(id))
	end
	self:sortByCardNeed(cards, true)
	return cards[#cards]:getEffectiveId()
end

function SmartAI:askForNullification(trick_name, from, to, positive)
	local cards = self.player:getCards("he")
	cards = sgs.QList2Table(cards)
	self:sortByUseValue(cards, true)
	local null_card
	null_card = self:getCardId("Nullification")
	if null_card then null_card = sgs.Card_Parse(null_card) else return end

	if positive then
		if from and self:isEnemy(from) then
			if trick_name:inherits("ExNihilo") and self:getOverflow(from) == 0 then return null_card end
			if trick_name:inherits("IronChain") and not self:isEquip("Vine", to) then return nil end
			if self:isFriend(to) then
				if trick_name:inherits("Dismantlement") then
					if to:getArmor() then return null_card end
				else
					if trick_name:inherits("Snatch") then return null_card end
					if self:isWeak(to) then
						if trick_name:inherits("Duel") then
							return null_card
						elseif trick_name:inherits("FireAttack") then
							if from:getHandcardNum() > 2 then return null_card end
						end
					end
				end
			elseif self:isEnemy(to) then
				if (trick_name:inherits("Snatch") or trick_name:inherits("Dismantlement")) and to:getCards("j"):length() > 0 then
					return null_card
				end
			end
		end

		if self:isFriend(to) then
			if trick_name:inherits("Indulgence") or trick_name:inherits("SupplyShortage") then
				return null_card
			end
			if self:isWeak(to) then
				if trick_name:inherits("ArcheryAttack") then
					if self:getCardsNum("Jink", to) == 0 then return null_card end
				elseif trick_name:inherits("SavageAssault") then
					if self:getCardsNum("Slash", to) == 0 then return null_card end
				end
			end
		end
		if from then
			if self:isEnemy(to) then
				if trick_name:inherits("GodSalvation") and self:isWeak(to) then
					return null_card
				end
			end
		end
	else
		if from then
			if from:objectName() == to:objectName() then
				if self:isFriend(from) then return null_card
				else return nil end
			end
			if not (trick_name:inherits("AmazingGrace") or trick_name:inherits("GodSalvation") or trick_name:inherits("AOE")) then
				if self:isFriend(from) then return null_card end
			end
		else
			if self:isEnemy(to) then return null_card else return end
		end
	end
end

function SmartAI:askForSinglePeach(dying)
	local card_str

	if self:isFriend(dying) then
		if (self.player:objectName() == dying:objectName()) then
			card_str = self:getCardId("Analeptic") or self:getCardId("Peach")
		else
			card_str = self:getCardId("Peach")
		end
	end

	return card_str or "."
end

function SmartAI:hasSkill(skill)
	local skill_name = skill
	if type(skill) == "table" then
		skill_name = skill.name
	end

	local real_skill = sgs.Sanguosha:getSkill(skill_name)
	if real_skill and real_skill:isLordSkill() then
		return self.player:hasLordSkill(skill_name)
	else
		return self.player:hasSkill(skill_name)
	end
end

function SmartAI:fillSkillCards(cards)
	local i = 1
	while i <= #cards do
		if prohibitUseDirectly(cards[i], self.player) then
			table.remove(cards, i)
		else
			i = i + 1
		end
	end
	for _,skill in ipairs(sgs.ai_skills) do
		if self:hasSkill(skill) then
			local skill_card = skill.getTurnUseCard(self)
			if #cards == 0 then skill_card = skill.getTurnUseCard(self,true) end
			if skill_card then table.insert(cards, skill_card) end
		end
	end
end

function SmartAI:useSkillCard(card,use)
	sgs.ai_skill_use_func[card:className()](card,use,self)
	if use.to then
		if not use.to:isEmpty() and sgs.dynamic_value.damage_card[card:className()] then
			for _, target in sgs.qlist(use.to) do
				if self:damageIsEffective(target) then return end
			end
			use.card = nil
		end
	end
	if not use.card then return end
	local subcards = sgs.QList2Table(use.card:getSubcards())
	local shit = 0
	if #subcards > 0 then
		for _, card in ipairs(subcards) do
			if sgs.Sanguosha:getCard(card):inherits("Shit") then shit = shit + 1 end
		end
	end
	if shit - self.player:getHp() > self:getAllPeachNum() then use.card = nil end
end

sgs.ai_skill_use_func = {}
sgs.ai_skills = {}

function SmartAI:cardNeed(card)
	local class_name = card:className()
	local suit_string = card:getSuitString()
	local value
	if card:inherits("Peach") then
		self:sort(self.friends,"hp")
		if self.friends[1]:getHp() < 2 then return 10 end
		return self:getUseValue(card)
	end
	if sgs[self.player:getGeneralName().."_keep_value"] then
		value = sgs[self.player:getGeneralName().."_keep_value"][class_name]
		if value then return value+4 end
	end
	if sgs[self.player:getGeneralName().."_suit_value"] then
		value = (sgs[self.player:getGeneralName().."_suit_value"][suit_string])
		if value then return value+4 end
	end

	if card:inherits("Jink") and self:getCardsNum("Jink") == 0 then return 5.9 end
	if card:inherits("Analeptic") then
		if self.player:getHp() < 2 then return 10 end
	end
	if card:inherits("Slash") and (self:getCardsNum("Slash") > 0) then return 4 end
	if card:inherits("Weapon") and (not self.player:getWeapon()) and (self:getCardsNum("Slash") > 1) then return 6 end
	if card:inherits("Nullification") and self:getCardsNum("Nullification") == 0 then
		if self.player:containsTrick("indulgence") or self.player:containsTrick("supply_shortage") then return 10 end
		for _,friend in ipairs(self.friends) do
			if friend:containsTrick("indulgence") or friend:containsTrick("supply_shortage") then return 7 end
		end
		return 6
	end
	return self:getUseValue(card)
end

sgs.ai_skill_pindian = 		{}
function SmartAI:askForPindian(requestor, reason)
	local cards = sgs.QList2Table(self.player:getHandcards())
	local compare_func = function(a, b)
		return a:getNumber() < b:getNumber()
	end
	table.sort(cards, compare_func)
	local maxcard, mincard, minusecard
	for _, card in ipairs(cards) do
		if self:getUseValue(card) < 6 then mincard = card break end
	end
	for _, card in ipairs(sgs.reverse(cards)) do
		if requestor:hasSkill("qingmei") and card:getNumber() > 11 and not card:inherits("BasicCard") then
			maxcard = card
			break
		end
	end
	for _, card in ipairs(sgs.reverse(cards)) do
		if self:getUseValue(card) < 6 then maxcard = card break	end
	end
	self:sortByUseValue(cards, true)
	minusecard = cards[1]
	maxcard = maxcard or minusecard
	mincard = mincard or minusecard
	if self:isFriend(requestor) then return mincard end
	if ("dalei|suocai|taolue"):match(reason) then
		if requestor:getHandcardNum() > 2 then return maxcard else return minusecard end
	end
	return maxcard
end

sgs.ai_cardshow = {}
function SmartAI:askForCardShow(requestor, reason)
	local func = sgs.ai_cardshow[reason]
	if func then
		return func(self, requestor)
	else
		return self.player:getRandomHandCard()
	end
end

sgs.ai_cardshow.fire_attack = function(self, requestor)
	local priority  =
	{
	heart = 4,
	spade = 3,
	club = 2,
	diamond = 1
	}
	local index = 0
	local result
	local cards = self.player:getHandcards()
	for _, card in sgs.qlist(cards) do
		if priority[card:getSuitString()] > index then
			result = card
			index = priority[card:getSuitString()]
		end
	end
	if self.player:hasSkill("hongyan") and result:getSuit() == sgs.Card_Spade then
		result = sgs.Sanguosha:cloneCard(result:objectName(), sgs.Card_Heart, result:getNumber())
		result:setSkillName("hongyan")
	end

	return result
end

function SmartAI:hasTrickEffective(card, player)
	if player then
		if (player:hasSkill("zhichi") and self.room:getTag("Zhichi"):toString() == player:objectName()) or player:hasSkill("wuyan") then
			if card and not (card:inherits("Indulgence") or card:inherits("SupplyShortage")) then return false end
		end
		if (player:getMark("@fog") > 0 or (player:hasSkill("shenjun") and self.player:getGender() ~= player:getGender())) and
			sgs.dynamic_value.damage_card[card:className()] then return false end
	else
		if self.player:hasSkill("wuyan") then
			if card:inherits("TrickCard") and not
				(card:inherits("DelayedTrick") or card:inherits("GodSalvation") or card:inherits("AmazingGrace")) then
			return false end
		end
	end
	return true
end
	
function SmartAI:hasSameEquip(card, player)
	player = player or self.player
	if player:getEquips():isEmpty() then return false end
	if card:inherits("Weapon") then
		if player:getWeapon() then return true end
	elseif card:inherits("Armor") then
		if player:getArmor() then return true end
	elseif card:inherits("DefensiveCar") then
		if player:getDefensiveCar() then return true end
	elseif card:inherits("OffensiveCar") then 
		if player:getOffensiveCar() then return true end
	end
	return false
end

function SmartAI:hasSkills(skill_names, player)
	player = player or self.player
	for _, skill_name in ipairs(skill_names:split("|")) do
		if player:hasSkill(skill_name) then
			return true
		end
	end
end

function SmartAI:isEquip(equip_name, player)
	player = player or self.player
	local cards = player:getCards("e")
	for _, card in sgs.qlist(cards) do
		if card:inherits(equip_name) then return true end
	end
	if equip_name == "EightDiagram" and player:hasSkill("bazhen") and not player:getArmor() then return true end
	return false
end

function SmartAI:getCardId(class_name, player)
	player = player or self.player
	local cards = player:getCards("he")
	cards = sgs.QList2Table(cards)
	self:sortByUsePriority(cards)
	local card_str = self:getGuhuoCard(class_name, player) or zeroCardView(class_name, player)
	if card_str then return card_str end

	for _, card in ipairs(cards) do
		local card_place = self.room:getCardPlace(card:getEffectiveId())
		if card:inherits(class_name) and not prohibitUseDirectly(card, player) then
			return card:getEffectiveId()
		elseif isCompulsoryView(card, class_name, player, card_place) then
			return isCompulsoryView(card, class_name, player, card_place)
		end
	end
	for _, card in ipairs(cards) do
		local card_place = self.room:getCardPlace(card:getEffectiveId())
		card_str = getSkillViewCard(card, class_name, player, card_place)
		if card_str then return card_str end
	end
end

function SmartAI:getJiemingChaofeng(player)
	local max_x , chaofeng = 0 , 0
	for _, friend in ipairs(self:getFriends(player)) do
		local x = math.min(friend:getMaxHP(), 5) - friend:getHandcardNum()
		if x > max_x then
			max_x = x
		end
	end
	if max_x < 2 then
		chaofeng = 5 - max_x * 2
	else
		chaofeng = (-max_x) * 2
	end
	return chaofeng
end

function SmartAI:getOverflow(player)
	player = player or self.player
	return math.max(player:getHandcardNum() - player:getHp(), 0)
end

function SmartAI:hasSuit(suit_strings, include_equip, player)
	return self:getSuitNum(suit_strings, include_equip, player) > 0
end

function SmartAI:getSuitNum(suit_strings, include_equip, player)
	player = player or self.player
	local n = 0
	local flag = "h"
	if include_equip then flag = "he" end
	local allcards = player:getCards(flag)
	for _, card in sgs.qlist(allcards) do
		for _, suit_string in ipairs(suit_strings:split("|")) do
			if card:getSuitString() == suit_string then
				n = n + 1
			end
		end
	end
	return n
end

function SmartAI:isWeak(player)
	player = player or self.player
	return ((player:getHp() <= 2 and player:getHandcardNum() <= 2) or player:getHp() <= 1) and not player:hasSkill("buqu")
end

function SmartAI:getAoeValue(card, player)
	player = player or self.player
	friends_noself = self:getFriendsNoself(player)
	enemies = self:getEnemies(player)
	local good, bad = 0, 0
	for _, friend in ipairs(friends_noself) do
		good = good + self:getAoeValueTo(card, friend, player)
	end

	for _, enemy in ipairs(enemies) do
		bad = bad + self:getAoeValueTo(card, enemy, player)
	end

	if player:hasSkill("jizhi") then
		good = good + 40
	end
	return good - bad
end

function SmartAI:getAoeValueTo(card, to , from)
	if not from then from = self.player end
	local value = 0
	local sj_num

	if to:hasSkill("buqu") then
		value = value + 10
	end

	if to:hasSkill("longdan") then
		value = value + 5
	end

	if to:hasSkill("danlao") then
		value = value + 15
	end

	if card:inherits("SavageAssault") then
		sj_num = self:getCardsNum("Slash", to)
		if to:hasSkill("juxiang") then
			value = value + 20
		end
	end
	if card:inherits("ArcheryAttack") then
		sj_num = self:getCardsNum("Jink", to)
	end

	if self:aoeIsEffective(card, to) then
		if to:getHp() > 1 or (self:getCardsNum("Peach", to) + self:getCardsNum("Analeptic", to) > 0) then
			if to:hasSkill("yiji") or to:hasSkill("jianxiong") then
				value = value + 20
			end
			if to:hasSkill("jieming") then
				value = value - self:getJiemingChaofeng(to) * 3
			end
			if to:hasSkill("ganglie") or to:hasSkill("fankui") or to:hasSkill("enyuan") then
				if not self:isFriend(from, to) then
					value = value + 10
				else
					value = value - 10
				end
			end
		end

		if card:inherits("ArcheryAttack") then
			sj_num = self:getCardsNum("Jink", to)
			if (to:hasSkill("leiji") and self:getCardsNum("Jink", to) > 0) or self:isEquip("EightDiagram", to) then
				value = value + 30
				if self:hasSuit("spade", true, to) then
					value = value + 20
				end
			end
			if to:hasSkill("duoren") or to:hasSkill("qingguo") or self:isEquip("EightDiagram", to) then
				value = value + 10
			end
		end

		if to:getHp() ~= 0 then
			value = value - 24 / to:getHp() - 10
		end

		if self:isFriend(from, to) then
		if (to:isLord() or from:isLord()) and (not to:hasSkill("buqu")) then
				if to:getHp() <= 1 and self:getCardsNum("Peach", from) == 0 and sj_num == 0 then
					if to:getRole() == "renegade" then
						value = value - 50
					else
						value = value - 150
					end
				end
			end
			value = value + self:getCardsNum("Peach", from) * 2
		elseif to:getRole() == "rebel" or (to:isLord() and from:getRole() == "rebel") then
			if to:getHp() <= 1 and self:getCardsNum("Peach", to) == 0 and sj_num == 0 then
				value = value - 50
			end
		end
	else
		value = value + 10
	end

	return value
end

local function getGuhuoViewCard(self, class_name, player)
	local card_use = {}
	card_use = self:getCards(class_name, player)

	if #card_use > 1 or (#card_use > 0 and card_use[1]:getSuit() == sgs.Card_Heart) then
		local index = 1
		if class_name == "Peach" or class_name == "Analeptic" or class_name == "Jink" then
			index = #card_use
		end
		return "@GuhuoCard=" .. card_use[index]:getEffectiveId() ..":".. card_use[index]:objectName()
	end
end

function SmartAI:getGuhuoCard(class_name, player, at_play)
	player = player or self.player
	if not player or not player:hasSkill("guhuo") then return end
	if at_play then
		if class_name == "Peach" and not player:isWounded() then return
		elseif class_name == "Analeptic" and player:hasUsed("Analeptic") then return
		elseif class_name == "Slash" and not self:slashIsAvailable(player) then return
		elseif class_name == "Jink" or class_name == "Nullification" then return
		end
	end
	return getGuhuoViewCard(self, class_name, player)
end

function SmartAI:getCard(class_name, player)
	player = player or self.player
	local card_id = self:getCardId(class_name, player)
	if card_id then return sgs.Card_Parse(card_id) end
end

function getCards(class_name, player, room, flag)
	flag = flag or "he"
	local cards = {}
	local card_place, card_str
	if not room then card_place = sgs.Player_Hand end

	for _, card in sgs.qlist(player:getCards(flag)) do
		card_place = card_place or room:getCardPlace(card:getEffectiveId())

		if class_name == "." then table.insert(cards, card)
		elseif isCompulsoryView(card, class_name, player, card_place) then
			cards_str = isCompulsoryView(card, class_name, player, card_place)
			card_str = sgs.Card_Parse(card_str)
			table.insert(cards, card_str)
		elseif card:inherits(class_name) and not prohibitUseDirectly(card, player) then table.insert(cards, card)
		elseif getSkillViewCard(card, class_name, player, card_place) then
			cards_str = getSkillViewCard(card, class_name, player, card_place)
			card_str = sgs.Card_Parse(card_str)
			table.insert(cards, card_str)
		end
	end
	return cards
end

function SmartAI:getCards(class_name, player, flag)
	player = player or self.player
	return getCards(class_name, player, self.room, flag)
end

function getCardsNum(class_name, player)
	return #getCards(class_name, player)
end

function SmartAI:getCardsNum(class_name, player, flag, selfonly)
	player = player or self.player
	local n = 0
	if type(class_name) == "table" then
		for _, each_class in ipairs(class_name) do
			n = n + #getCards(each_class, player, self.room, flag)
		end
		return n
	end
	n = #getCards(class_name, player, self.room, flag)

	if selfonly then return n end
	if class_name == "Jink" then
		if player:hasLordSkill("hujia") then
			local lieges = self.room:getLieges("zhen", player)
			for _, liege in sgs.qlist(lieges) do
				if self:isFriend(liege, player) then
					n = n + self:getCardsNum("Jink", liege, nil, liege:hasLordSkill("hujia"))
				end
			end
		end
	elseif class_name == "Slash" then
		if player:hasSkill("wushuang") then
			n = n * 2
		end
		if player:hasLordSkill("jijiang") then
			local lieges = self.room:getLieges("shu", player)
			for _, liege in sgs.qlist(lieges) do
				if self:isFriend(liege, player) then
				n = n + self:getCardsNum("Slash", liege, nil, liege:hasLordSkill("jijiang"))
				end
			end
		end
	end
	return n
end

function SmartAI:cardProhibit(card, to)
	if card:inherits("Slash") then return self:slashProhibit(card, to) end
	if card:getTypeId() == sgs.Card_Trick then
		if card:isRed() and to:hasSkill("anye") and to:getPhase() == sgs.Player_NotActive then return end
		if to:hasSkill("rougu") then
			if card:inherits("Dismantlement") or card:inherits("Snatch") and to:getHandcardNum() < to:getMaxHp() then
				return true
			elseif card:inherits("Indulgence") or card:inherits("SupplyShortage") and to:getHandcardNum() > to:getMaxHp() then
				return true
			end
		end
		if to:hasSkill("kongcheng") then
			if to:getHandcardNum() < to:getHp() and (card:inherits("Duel") or card:inherits("Turnover")) then
				return true
			end
		end
		if card:isBlack() and to:hasSkill("weimu") then return true end
		if card:inherits("Indulgence") or card:inherits("Snatch") and to:hasSkill("qianxun") then return true end
	end
	return false
end

function SmartAI:getDamagedEffects(self, player)
	player = player or self.player
	
	if (player:getHp() > 1 or player:hasSkill("buqu")) and self:hasSkills(sgs.masochism_skill, player) then
		local attacker = self.room:getCurrent()
		if self:isEnemy(attacker, player) and attacker:getHp() <= 1 then
			if self:hasSkills("ganglie|enyuan", player) then return true end
		end
		
		if player:hasSkill("jieming") then
			for _, friend in ipairs(self:getFriends(player)) do
				if math.min(friend:getMaxHP(), 5) - friend:getHandcardNum() >= 3 then return true end
			end
		elseif player:hasSkill("fangzhu") then
			if player:getLostHp() <= 1 then return true end
		end
	end
	
	return false
end

function SmartAI:assignKeep(num,start)
	if num<=0 then return end
	if start then 
		self.keepValue={}
		self.kept={}
	end
	local cards=self.player:getHandcards()
	cards=sgs.QList2Table(cards)
	self:sortByKeepValue(cards,true,self.kept)
	for _,card in ipairs(cards) do
		if not self.keepValue[card:getId()] then
			self.keepValue[card:getId()]=self:getKeepValue(card,self.kept)
			table.insert(self.kept,card)
			--self:log(card:className())
			self:assignKeep(num-1)
			break
		end
	end
end

function SmartAI:log(outString)
    self.room:output(outString)
end

-- load other ai scripts
dofile "lua/ai/general_config.lua"
dofile "lua/ai/value_config.lua"
dofile "lua/ai/standard-ai.lua"
dofile "lua/ai/standard_cards-ai.lua"
dofile "lua/ai/standard-skill-ai.lua"
dofile "lua/ai/black_dragon-ai.lua"
dofile "lua/ai/thunder_bird-ai.lua"
dofile "lua/ai/chat-ai.lua"
-- dofile "lua/ai/hulaoguan-ai.lua"
dofile "lua/ai/guanxing-ai.lua"
dofile "lua/ai/intention-ai.lua"

local loaded = "standard|standard_cards|thunder_bird"

local files = table.concat(sgs.GetFileNames("lua/ai"), " ")

for _, aextension in ipairs(sgs.Sanguosha:getExtensions()) do
	if not loaded:match(aextension) and files:match(string.lower(aextension)) then
		dofile("lua/ai/" .. string.lower(aextension) .. "-ai.lua")
	end
end

for _, ascenario in ipairs(sgs.Sanguosha:getScenarioNames()) do
	if not loaded:match(ascenario) and files:match(string.lower(ascenario)) then
		dofile("lua/ai/" .. string.lower(ascenario) .. "-ai.lua")
	end
end

